Fix bug with xinput axis not triggering simulated buttons.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5487 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2019-07-03 17:41:30 +00:00
parent 49e10926be
commit 748f373783
4 changed files with 81 additions and 82 deletions

View File

@ -303,6 +303,79 @@ void INS_RawInput_DeInit(void);
#endif
#ifdef AVAIL_XINPUT
static const int xinputjbuttons[] =
{ //xinput->fte button mapping table
K_GP_DPAD_UP,
K_GP_DPAD_DOWN,
K_GP_DPAD_LEFT,
K_GP_DPAD_RIGHT,
K_GP_START,
K_GP_BACK,
K_GP_LEFT_THUMB,
K_GP_RIGHT_THUMB,
K_GP_LEFT_SHOULDER,
K_GP_RIGHT_SHOULDER,
K_GP_GUIDE, //officially, this is 'reserved'
K_GP_UNKNOWN, //reserved
K_GP_A,
K_GP_B,
K_GP_X,
K_GP_Y,
//not part of xinput specs, but used to treat the various axis as buttons.
K_GP_LEFT_THUMB_UP,
K_GP_LEFT_THUMB_DOWN,
K_GP_LEFT_THUMB_LEFT,
K_GP_LEFT_THUMB_RIGHT,
K_GP_RIGHT_THUMB_UP,
K_GP_RIGHT_THUMB_DOWN,
K_GP_RIGHT_THUMB_LEFT,
K_GP_RIGHT_THUMB_RIGHT,
K_GP_LEFT_TRIGGER,
K_GP_RIGHT_TRIGGER,
};
#endif
static const int mmjbuttons[32] =
{ //winmm->fte joystick button mapping table
K_JOY1,
K_JOY2,
K_JOY3,
K_JOY4,
//yes, aux1-4 skipped for compat with other quake engines.
K_AUX5,
K_AUX6,
K_AUX7,
K_AUX8,
K_AUX9,
K_AUX10,
K_AUX11,
K_AUX12,
K_AUX13,
K_AUX14,
K_AUX15,
K_AUX16,
K_AUX17,
K_AUX18,
K_AUX19,
K_AUX20,
K_AUX21,
K_AUX22,
K_AUX23,
K_AUX24,
K_AUX25,
K_AUX26,
K_AUX27,
K_AUX28,
//29-32 used for the pov stuff, so lets switch back to aux1-4 to avoid wastage
K_AUX1,
K_AUX2,
K_AUX3,
K_AUX4
};
// forward-referenced functions
void INS_StartupJoystick (void);
void INS_JoyMove (void);
@ -1708,7 +1781,7 @@ static void INS_StartupJoystickId(unsigned int id)
}
// save the joystick's number of buttons and POV status
joy->numbuttons = jc.wNumButtons;
joy->numbuttons = min(countof(mmjbuttons), jc.wNumButtons);
joy->haspov = jc.wCaps & JOYCAPS_HASPOV;
// mark the joystick as available and advanced initialization not completed
@ -1803,7 +1876,7 @@ void INS_StartupJoystick (void)
wjoy[joy_count].isxinput = true;
wjoy[joy_count].id = id;
wjoy[joy_count].devid = DEVID_UNSET;//id;
wjoy[joy_count].numbuttons = 18; //xinput supports 16 buttons, we emulate two more with the two triggers.
wjoy[joy_count].numbuttons = countof(xinputjbuttons); //xinput supports 16 buttons, we emulate two more with the two triggers.
joy_count++;
if (ERROR_DEVICE_NOT_AVAILABLE != pXInputGetState(id, &xistate))
@ -1860,78 +1933,6 @@ void INS_Commands (void)
unsigned int idx;
struct wjoy_s *joy;
static const int xinputjbuttons[] =
{
K_GP_DPAD_UP,
K_GP_DPAD_DOWN,
K_GP_DPAD_LEFT,
K_GP_DPAD_RIGHT,
K_GP_START,
K_GP_BACK,
K_GP_LEFT_THUMB,
K_GP_RIGHT_THUMB,
K_GP_LEFT_SHOULDER,
K_GP_RIGHT_SHOULDER,
K_GP_GUIDE, //officially, this is 'reserved'
K_GP_UNKNOWN, //reserved
K_GP_A,
K_GP_B,
K_GP_X,
K_GP_Y,
//not part of xinput specs, but used to treat the various axis as buttons.
K_GP_LEFT_THUMB_UP,
K_GP_LEFT_THUMB_DOWN,
K_GP_LEFT_THUMB_LEFT,
K_GP_LEFT_THUMB_RIGHT,
K_GP_RIGHT_THUMB_UP,
K_GP_RIGHT_THUMB_DOWN,
K_GP_RIGHT_THUMB_LEFT,
K_GP_RIGHT_THUMB_RIGHT,
K_GP_LEFT_TRIGGER,
K_GP_RIGHT_TRIGGER,
};
static const int mmjbuttons[32] =
{
K_JOY1,
K_JOY2,
K_JOY3,
K_JOY4,
//yes, aux1-4 skipped for compat with other quake engines.
K_AUX5,
K_AUX6,
K_AUX7,
K_AUX8,
K_AUX9,
K_AUX10,
K_AUX11,
K_AUX12,
K_AUX13,
K_AUX14,
K_AUX15,
K_AUX16,
K_AUX17,
K_AUX18,
K_AUX19,
K_AUX20,
K_AUX21,
K_AUX22,
K_AUX23,
K_AUX24,
K_AUX25,
K_AUX26,
K_AUX27,
K_AUX28,
//29-32 used for the pov stuff, so lets switch back to aux1-4 to avoid wastage
K_AUX1,
K_AUX2,
K_AUX3,
K_AUX4
};
for (idx = 0; idx < joy_count; idx++)
{
joy = &wjoy[idx];

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@ -3551,10 +3551,10 @@ void D3D11BE_SubmitMeshes (batch_t **worldbatches, batch_t **blist, int first, i
}
#ifdef RTLIGHTS
void D3D11BE_BaseEntTextures(qbyte *worldpvs)
void D3D11BE_BaseEntTextures(const qbyte *worldpvs, const int *worldareas)
{
batch_t *batches[SHADER_SORT_COUNT];
BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode, worldpvs);
BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode, worldpvs, worldareas);
D3D11BE_SubmitMeshes(NULL, batches, SHADER_SORT_PORTAL, SHADER_SORT_SEETHROUGH+1);
BE_SelectEntity(&r_worldentity);
}
@ -3673,7 +3673,7 @@ void D3D11BE_DrawWorld (batch_t **worldbatches)
D3D11BE_SetupViewCBuffer();
shaderstate.curdlight = NULL;
BE_GenModelBatches(batches, shaderstate.curdlight, BEM_STANDARD, r_refdef.scenevis);
BE_GenModelBatches(batches, shaderstate.curdlight, BEM_STANDARD, r_refdef.scenevis, r_refdef.sceneareas);
if (r_refdef.scenevis)
{

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@ -4020,10 +4020,10 @@ void D3D9BE_SubmitMeshes (batch_t **worldbatches, batch_t **blist, int first, in
}
#ifdef RTLIGHTS
void D3D9BE_BaseEntTextures(qbyte *worldpvs)
void D3D9BE_BaseEntTextures(const qbyte *worldpvs, const int *worldareas)
{
batch_t *batches[SHADER_SORT_COUNT];
BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode, worldpvs);
BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode, worldpvs, worldareas);
D3D9BE_SubmitMeshes(NULL, batches, SHADER_SORT_PORTAL, SHADER_SORT_SEETHROUGH+1);
BE_SelectEntity(&r_worldentity);
}
@ -4087,7 +4087,7 @@ void D3D9BE_DrawWorld (batch_t **worldbatches)
}
shaderstate.curdlight = NULL;
BE_GenModelBatches(batches, shaderstate.curdlight, BEM_STANDARD, r_refdef.scenevis);
BE_GenModelBatches(batches, shaderstate.curdlight, BEM_STANDARD, r_refdef.scenevis, r_refdef.sceneareas);
if (worldbatches)
{

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@ -4549,8 +4549,6 @@ static qboolean Mod_LoadClipnodes (model_t *loadmodel, qbyte *mod_base, lump_t *
if (hexen2map)
{ //hexen2.
hexen2map=false;
//compatible with Q1.
hull = &loadmodel->hulls[1];
hull->clipnodes = out;